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every day I check this thread couple of times, hoping that maybe something had changed.
dont want to play SMG without being able to play it with music properly. PC graphics are far much better.
Hahahah I've never seen this Topic, If Ive seen this before I could have solved Overflow issue in SMG before. Very good job!
(08-15-2010, 05:13 AM)marcosvitali Wrote: [ -> ]Hahahah I've never seen this Topic, If Ive seen this before I could have solved Overflow issue in SMG before. Very good job!
It hasn't been solved yet, but it sounds like you know why the music stops.
I've been at my wits end trying to figure this out, but got nowhere because I can't code. I did manage to somewhat debug the issue, if that's what you want to call it. Previous posts should give some insight regarding the problem and I feel with a bit of debugging the issue could be solved.
It seems to be something with the AFC decoder or looping hack, I've been wondering the same thing, if overflow is the issue or something else with DSP exceptions in the HLE plugin. Here is a reply in another thread that might be of some help to developers:
http://forums.dolphin-emu.org/thread-8385-post-107621.html#pid107621
This game suffers from a few DSP bugs, which might actually be the same bug. If you or someone else could fix this issue, I'd +9001 the commit if I could.
Btw, great job on the fifo "overflown" issue.
XTreme I only speak about gatherpipe issue, not DSP issue. I was serching for long time a AbortFrame in any game for implement that, I would have liked to konw this fifo reset before, may be when one frame is aborted something happens in DSP too, I know nothing about DPS.
Oh, cause this thread was about the music looping issue in Super Mario Galaxy 1/2. You almost had mine and likely other members hopes up there for a second.
I thought that you were referring to buffer overflow and exception issues with the DSP-HLE plugin, that might be responsible for killing the music. I wasn't aware that you were referring to another issue unrelated to this thread, sorry for the misunderstanding.
I really wish this issue would be fixed, doesn't seem like the developers are even paying attention to this issue. I asked for ector's help via pm, asked him if he had any ideas what was wrong and could offer suggestions regarding how the issue could be fixed, he still has not answered my PM.

Is
this the experimental patch for SMG2 music this post is about? Because I tried it with rev 6092 and it gave me a strange error (I think error 1400) saying something like "wrong window execution" when trying to enter the plugins config, besides it didn't allow me to close Dolphin, I had to restart Windows. Or did I do something wrong?
Something might have changed in the latest revision. Also be sure you aren't trying to use the x86 build of the plugin with x64 and vice-versa. I noticed that the patch doesn't seem to be working with the latest revisions and music is now stopping as quickly as before, not sure what has changed though.
Does anyone here know anyone on the dev team?
Yes. Several of us do. And anyone can contact them on irc. Getting in touch with them is not the problem. I'm sure Xtreme has talked to some devs about this by now, and skid has visited us here in the forums several times now (thanks for that btw).
why is it that the coders for dolphin feels so noobish compared to PCSX2 team?
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